Game Development Community

Joe Maruschak's Forum Posts

Thread Post Date Posted
WireFrame Prob No idea why it does, I only know that it does. Pretty annoying huh? Max 5 does not have this proble... read more 01/19/2003 (11:37 pm)
WireFrame Prob Are you using openGl or DirectX?... read more 01/19/2003 (11:20 pm)
3AM - 3D Artist's Magazine Serious 3d was a paper magazine that was produced by Bill Flemming a few years ago. I subscribed, a... read more 01/18/2003 (11:25 am)
How to export skinned creatures If you email me the file I can take a quick look at it. I am busy so it might take few days.... read more 01/17/2003 (11:02 am)
Importing of DTS files into LightWave: Discussion If this were relased to the public, there would be no way to prevent asset theft. I would not want e... read more 01/17/2003 (10:46 am)
3AM - 3D Artist's Magazine I think it is a good idea, but having been 'bitten' by [b]Serious 3D[/b], I know that I would not su... read more 01/17/2003 (10:19 am)
How to export skinned creatures ok, try adding a node above squidroot and attaching the detail markers to that. Let me know if that... read more 01/17/2003 (10:17 am)
How to export skinned creatures no, it is not working for me.... read more 01/17/2003 (7:53 am)
How to export skinned creatures link is broken... read more 01/17/2003 (7:40 am)
How to export skinned creatures Without a better explanation I can be of much help. Names don't matter except for the detail marker... read more 01/16/2003 (9:31 pm)
maxtodts for 3dmax5 [quote]The reason I'm not quite happy with it is that you cannot give any of your max files using Mu... read more 12/31/2002 (4:18 pm)
Max2Dts exporter: Will there be a version for 3dsmax 5 ?? You can also use the MAX 4 plugin in MAX 5. Copy the multires.dlm from your stdplugs directory in m... read more 12/31/2002 (12:45 pm)
maxtodts for 3dmax5 Did a quick test. Take your copy of Multires.dlm in the max5/stdplugs folder and rename it. ... read more 12/30/2002 (11:49 pm)
Cannot collapse node..... for exporting a DSQ the solution is to delete the mesh in that file. When exporting DSQs, all that ... read more 12/26/2002 (9:15 am)
Console Commmands $gamebase::boundingbox=true;... read more 12/06/2002 (12:01 pm)
Emap/Opacity Distance the opacity map is ignored and the alpha channel of the difuse map is used. If the alpha channel ... read more 12/01/2002 (12:11 pm)
Emap/Opacity Distance just a thought, but it might be that the alpha map is mipping out. Is the enviroment map alpha a so... read more 12/01/2002 (11:13 am)
Bones showing up in the engine do they have numbers after them that somehow correspond to a detail marker?... read more 11/24/2002 (8:21 pm)
Max2dts: Rotation changing for sequences... In order for a charcter to use the default sequences the Bip01 must be in the Never Export list of t... read more 11/20/2002 (7:26 pm)
Draw Distance & Animated Textures It won't work in the game unless you set it up to animate in the engine. Look for the 'flag' tutori... read more 11/20/2002 (9:24 am)
Muzzleflash - Emitter or Animation? I prefer attaching a muzzleflash animation to the weapon itself, and then supplementing it with smok... read more 11/18/2002 (11:13 am)
Steering wheel animation sequence . What name ...? Just a note that this info is contained in the comments of the car.cs file that was released with th... read more 11/17/2002 (6:23 pm)
static shape bounding box huge, why? Stay away from the scale key. Using scale on objects in real time engines is a big no-no. Make sur... read more 11/17/2002 (6:19 pm)
SORT problems with LOD'ed bushes/trees try getting the exporter from my .plan and see if that changes anything... read more 11/17/2002 (1:03 pm)
LOD and MULTIRES questions Roger, I never use the autodetail method to generate my detail levels. I prefer to do it by hand ... read more 11/16/2002 (11:23 am)
SORT problems with LOD'ed bushes/trees The SORT:: parameter was designed to allow low polygon transparent meshes to self sort correctly. ... read more 11/15/2002 (1:30 pm)
3 years from now... I disagree. Check the sales numbers for Quake, Doom, etc... And then look at the numbers for War... read more 11/14/2002 (1:15 pm)
Player model wanted email me at [email]joe@bravetree.com[/email] with your requirements and I will see if I can help you... read more 11/11/2002 (7:02 pm)
LOD macroscript problem Do you have detail markers in your scene?... read more 11/10/2002 (9:16 pm)
3 years from now... Gotta agree with Melv on this one. The graphics end might need some updating, but it is not stoppin... read more 11/10/2002 (11:34 am)
Quest 3d, Cipher 1.3? Other than what looks like bump mapping in some shots and what appears to be real time reflections o... read more 11/06/2002 (10:09 pm)
Draw Distance & Animated Textures I just downloaded and opened the file. When looking the shape in -show, it works just fine for me. ... read more 11/03/2002 (10:44 pm)
Draw Distance & Animated Textures I hope I didn't screw up the upload. The .ifl file and the texture maps have to be in the same di... read more 11/02/2002 (8:41 am)
Draw Distance & Animated Textures not sure if only max supports it. An image file list is a text file that has a list of images. Max ... read more 10/29/2002 (3:09 pm)
no z axis translation in run cycles no real rules that I am aware of for the camera and eye nodes. I try to link the cam to the hip and... read more 10/29/2002 (3:07 pm)
no z axis translation in run cycles the first frame of the file, frame 0 , should be the root pose, the animation sequence should run fr... read more 10/29/2002 (3:05 pm)
Draw Distance & Animated Textures It is better to use IFLs (image file lists) for that kind of aniamtion. Animating the UVs adds tran... read more 10/29/2002 (1:42 pm)
Draw Distance & Animated Textures Actually you can do both. You can animate the UVs or animate the texture via IFLs in MAX and export... read more 10/28/2002 (9:07 pm)
no z axis translation in run cycles In the DSQ max file, the blend animation is additive, and is offset from it's parent. It's position... read more 10/28/2002 (12:23 pm)
Please raise you hand! I will be there, as will the rest of the BraveTree team.... read more 10/28/2002 (12:19 pm)
no z axis translation in run cycles The look and head sequences should be blends and the animation is offest from the root pose (not abs... read more 10/26/2002 (10:05 am)
dts exporter for 3ds max where? [url]http://www.joemaruschak.com/max2dtsExporter.zip[/url]... read more 10/25/2002 (9:41 am)
IndieGamesCon '02 - Exporter Session I also want to encourage people to bring their 'problem' max files. Many times I do not know what k... read more 10/24/2002 (8:24 am)
no z axis translation in run cycles Hard to say with this description. I have not encountered anything like this before. If you want to ... read more 10/23/2002 (9:00 pm)
IndieGamesCon '02 - Exporter Session This might be a good place to start to have that discussion. I personally don't have any plans for ... read more 10/23/2002 (8:17 am)
Lightwave questions Ahh, I see now. The max exporter already does this. It is cool to see that the lightwave exporte... read more 10/21/2002 (9:16 pm)
My model eports but doesn't show up in the engine, 5 error messa Does it have a trailing number? If the mesh has no trailing number, it is not associated with any d... read more 10/21/2002 (8:54 pm)
My model eports but doesn't show up in the engine, 5 error messa CHeck the bottom of the dump file. You should see the shape heirarchy. It will contain the contents... read more 10/21/2002 (8:37 pm)
My model eports but doesn't show up in the engine, 5 error messa Does it work in the show tool?... read more 10/21/2002 (8:07 pm)
Lightwave questions [quote]In fact, with the newly added discontinuous UV texture support, I believe the exporter is now... read more 10/21/2002 (5:48 pm)